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  • 8/22/2019 Lab Activities

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    Magic Activities in the Labor ator y

    Basic Lab Total:

    Technique + Form + Intelligence + Magic TheoryMaximum Use of Vis in Lab:

    Vim + Magic Theory Score

    Modifying Factors:Multiple Laboratory Activities:

    Activities must be of same type

    Levels of all activities are added, experimentation is added only once, but results apply on all activities.

    Distractions From Studies:

    No Penalties up to 10 days.

    Reduce Lab Total by 1 per 2 days over 10

    Spells:

    Invent Spell: For each point by which Lab Total exceeds Level, accumulate 1 point; when accumulated points

    equal Level, spell invented; add Aura (similar spell rule applies) Learn Spell from Book, etc.: Lab Total must at least equal Level of spell (similar spell rule applies)

    Transcribe Spells from Own Grimoire: (20xWrite Latin) Levels put into usable or obscured form, Strong

    Writer: (40xWrite Latin) lvls.

    Transcribe Spells from Other Magus: Int + Scribe Latin of 6+ (or more) to understand style; To transcribe

    Spell roll stress die + Lab Total of Spell must be Level or higher (see rules!)

    Copy Spells: (60xWrite Latin) Levels, Strong Writer: (90xWrite Latin) lvls.

    Teaching Spells: one student; up to students (Tech + Form + Int + Magic Theory) + teachers (Comm +

    Magic Theory) Levels of spells (if more than one spell: take lowest Tech+Form combination)

    Exercise Spell: Int Experience points on spell (for mastering it)

    Arcane Studies:

    Magic Theory: 1, 2 or 3 Experience Points if you roll over your score on a stress die times number of pawns of

    Vis used (up to 3), add Aura (Vis must be from both Form & Technique if more than one is used)

    Experience in Magic Theory: 1 experience point each season that was spent inventing a spell, enchanting a

    magical device, or brewing a potion (except if Magus own lab text was used)

    Arts: Experience points = score on a stress die times number the pawns of Art -specific Vis used (up to 3), add

    Aura (max. 3 Levels in Art added)

    Original Research: First make up a initial theory (like a spell), then refine and/or prove your theory by

    experimentation and research

    Strange Ways: Study in Faerie woods, etc. (usually dangerous with long term-effects)

    Other Studies:

    Teaching Skill/Art: up to Comm + Skill students; must have higher score in skill than student(s); 1 XP per

    season; +1 XP if students Int > 0; +1 XP if teachers Int > 0; (thus up to 3 exp. points)

    Exercise Skill:must be 1 or higher; 1, 2 or 3 Experience Points if you roll over your score on a stress die Living Experience: if confronted with skill: 1 exp. point; 2 if Int > 0

    Lectio: up to Comm + Lectio students; each student: (teachers (Comm + Lectio) + books quality + students

    Int)/5 Experience points (same teacher and text only for one season)

    Disputatio (Arts/Knowledges): one student with Art > 4 or Knowledge > 2; Teachers (Int + Disputatio) +

    students Int + 6 = Sum; Sum experience points for Art; Sum/5 experience points for Knowledge; (max 3 Levels

    of Art/Knowledge); Level of Teacher must be higher

    Texts:

    Lab Texts: like Spells

    Copy Summae:(Comm + Scribe)x3 Levels

    CopyLibri Quaestionum and Tractatus: (Scribe) books

    Learning from Original Research Text: like inventing spell ; Lab total and Level of Original Research;

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    Books:Writing Books: Summae: up to of Art/Knowledge Level; write Comm + Scribe Levels each season; Quality = Comm +

    Scribe + 3;

    Libri Quaestionum: Target Level must be set (1 to 1/3 of writers level); Quality = Comm Scribe + 6;

    Tractatus: Art: must have specific mastered spell to write about (Level up to 5x(Comm + Scribe)); Quality =

    Level of spell/5; Knowledge: Quality = Comm + Scribe; writeable only once;

    Copying Books: Summae:Copy up to (scribe + Dex) x 3 Levels

    Libri Quaestionum: up to (scribe) Libri can be written per season

    Tractatus:up to (scribe) Tractatus can be written per season

    Learning from Books: Summae: Int + Concentration + Quality of book = Sum; Sum XP for Art, Sum/5 XP for Knowledge; up to Level

    of book

    Libri Quaestionum: Int + Concentration + Quality of book - |5 x (Target level - students level)| = Sum; ; Sum

    XP for Art, Sum/5 XP for Knowledge; readable once

    Tractatus:: Int + Concentration + Quality of book = Sum; Sum XP for Art, Sum/5 XP for Knowledge; readable

    once; must know spell if studying art

    Book Sizes:A book generally has about 240 pages.

    Spells in Book: maximum of 80 levels, cramped text 90 levels, small text 100 levels

    Knowledges/Arts in Book:maximum of 3 levels, cramped 4 levels, small 5 levels

    Using Books and Texts:

    Roll once per season of use on Dex + scribe; stress die; If result is a Botch orless than 0 -> roll on Table in Grimoire p. 132

    Lab Texts:Spell Books (readily usable) and Grimoirs (must be Transcribed first) as per level

    Enchanted Devices andPotions: Instilled Magical Power as per level

    Lab Improvements: "Spell Level" times 10

    Original Research: Original thoughts: Level times 4; additional Insights: Level times one

    Composed thoughts: Level times 12

    Writing Texts: following modifications apply to the Quality of the book, spell books: spell level lowered

    Script (Roll Dex + Scribe):

    Cramped Text (-1) if roll 6-

    Clear Script (+1) if roll 12+

    SmallText(-2) if more text is squeezed into the book.

    Illustrations:

    Unillustrated(-2) if no illustrations.

    Overly Embellished(-2) orAbsurdly Embellished(-3) if true work of art...

    Poor Illustrations (-1) if Illustrator has skill of 2- or if only 2 or less inks are available

    Proper Illustrations (0) if Illustrator has skill of 3+ and at least 4 inks are available

    Marginal Illustrations (+1) if Illustrator has skill of 5+ and gold leaf is available

    Well-Illustrated(+3) if Illustrator has skill of 5+ and gold leaf is available

    Inks, Binding, and Parchment:Plain Text(-1) if only one ink is available

    Properly Colored(0) if at least 2 inks available

    Well-Colored(+1) if at least 4 inks are available

    Poor Binding(-1) if no Binding skill available

    Well-Bound(+1) if Binding skill is at least 4

    Poor Materials (-1) if material used is inappropriate for parchments

    Uterine Vellum (+1) if uterine vellum was used for this book

    Applying Modifiers:

    TotalPhysical Quality is calculated like XP and added to Basic Quality

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    Authorities:

    Quality of -5, but may be studied multiple times.

    Study total of Int + Conc. + Quality

    Glosses:

    Glosses are marginal texts that comment on the author's text.

    Glossatormust not be the author and must have studied the book or commentary

    Glossator spends one season glossing, and after that Quality is changed according to the glossator's skills(like writing a book)

    No authorities may be glossed

    Commentaries:

    Commentaries are books that comment on and clarify meanings of other books.

    No authorities my be commented (these are actually Summae, etc.)

    Commentator must have studied the book for at least a season and spend a season writing it

    Summae: Commentator's score must be at least summa's Score; Quality is Com + Scribe, or Quality of Summa,

    whichever is lower; If additional season is spent writing, a Commentary may be studied without the original

    book; Study total = Int + Conc. + Quality

    Libri Quaestionum: Commentary's Quality = Comm + Scribe + 6, or Quality of Liber Quaestionum, whichever

    is lower; Commentary must be studied with original book, and it takes two seasons (with two study totals

    based on both books); A Liber Quaestionum may only be studied once like that, if the same LiberQuaestionum is studied a second time with a commentary student only gains the commentary's study total

    (one for both seasons!)

    Tractati (Knowledges): Effectively writing a second tractatus on that subject; Quality = Com + Scribe; If

    additional season is spent writing, a Commentary may be studied without the original book; Tractati (Arts): can be written if Commentator's Com + Scribe >= Quality of original; both the spell and the

    Art can be learned in one season using the Commentary;

    Extracting Raw Vis:Must be in a magical environment.

    Calculate Creo + Vim + Magic Theory + 3x Magical Aura.

    For each full 10 points one related Vis (generally Vim) is created.

    Experimentation:Experimentation can be done during Inventing Spells and Potions, Instilling Effects into Devices, Enchanting

    Familiars, Investigating Devices or Potions and Enhancing One's Lab.

    Choose Exceptional Risk Modifier of +1 to +3 (optional)

    Add a simple die + Risk Modifier to your Lab total

    Roll a stress die + Risk Modifier on the Extraordinary Results Chart (AM p. 100)

    Roll for each season of lab activity (e.g. while inventing spells, instilling effects, etc.)

    Apprentices and Help in the Lab: Magus must have at least a score of5 in each Art.

    To find an apprentice spend a season and roll stress Perception 6+ or have a story. For Int roll simple die: 1-5 = +2, 6-8 = +3, 9-10 = +4

    Roll Age: Simple die + 7

    Training an apprentice:

    15 years, each year at least one season worth of teaching.

    Each season: 1 Experience Point of Magic Theory, Basics of a single Art, 10 Levels of spells and 10 Points for

    Arts.

    Also learns 3 Experience Points of Magical Education and 1 in others

    Value of an Apprentice or Help in the Lab:

    If someone helps you in the lab you get his/her Magic Theory + Int to Lab Total, or you get +1 to s tudy from Vis

    in a season;Modifiers from Virtues and Flaws are also applicable;

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    Magic Devices:Lab Texts add the writer's Magic Theory Score (+Spec.) to the Lab Total if a very similar device is built (only

    Aura, Frequency, Triggering Action and Effect Modifications may be changed!)

    Invested Device:

    1. Select Items Physical Form: Note Material & Size, Form & Effect Bonuses, etc.

    2. Preparing Item for Enchantment: Spend one Season expending pawns of Vim vis according to Material &

    Size Table;

    3. Instill an Effect: Pick a specific effect to instill as noted below and instill in into the device4. Go to 3 as often as desired: Total Pawns of Vis used to instill powers may not exceed number of pawns used

    to prepare item for enchantment;

    Instill Magical Effect:

    Treated as a spell instilled into a device; Choose Effect Frequency and Effect Modifiers (Restrictions,

    Penetration, Concentrations, Vis can be used with item)

    Lab Total + Form & Effect Bonuses + Spell Focus Bonus + Aura + Boosted Vis (+5 per pawn which counts

    as vis used in item!) + similar effect bonus (if similar effects are in the item already) => Accumulated Lab

    Total - modified effect level = point per season; When accumulated point total equals or exceeds Level,

    power instilled; 1 pawn of art-specific Vis per 10 points or fraction thereof of Power Level; A Talisman

    gives a +2 bonus to lab totals here

    Attune Talisman:

    Spend a season attuning a Talisman to yourself (you may only have one Talisman);As often as desired, spend one season opening one Form & Effects bonus

    Store Raw Vis in Device:

    Spend one season to designate pawns of space in the item to store vis; Spend one pawn of Rego Vis per

    space; Charging takes about one minute...

    Ability:

    Devote 1 Intellego Vis for each 5 XP in a specific Ability; Item starts with 0 XP in that Ability and can be

    taught or trained in it (Effects to communicate its knowlegde are also handy)

    Lesser Enchanted Devices:

    Like Invested Devices with following exceptions:

    Only oneMagical Effectis allowed to be installed

    No Opening Enchantment

    Lab total must be twice the level to be installed, Vis cannot be used to boost lab total

    Expend 1 Art-Specific Vis for each 10 points or fraction thereof of Power Level

    Criamon Imprints:

    Like Invested Devices with following exceptions:

    Magus own body is used as Magic Device (holds 10 pawns of vis + two times size)

    Can Function as a Talisman with special Form & Effects Bonuses (Grimoire p. 95)

    Can have Magical Effects instilled:

    Magus Enigmatic Wisdom Score is added to Lab Total

    Range has special modifiers (Grimoire p. 95)

    Corpus Vis can be used instead of any art -specific vis

    Harder to Disenchant; Experiments cannot be re-attempted;

    Magus gains one Twilight Point per Effect

    Verditius Runes:They can be used by every Magus, not just by House Verditius.

    Depicting the rune for one Art: Bonus +2 to Lab Total of effect, but also +2 for Investigation

    Depicting the rune for both Arts: Bonus +3 to Lab Total of effect, but also +3 for Investigation

    False Runes:

    Penalty to Lab Total of Instillment and Investigation is -3 for one false rune, -6 for two false runes

    Carving one false rune and one right rune gives a -1 total

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    Tables for Magic Devices: Material: Size:

    cloth, glass

    wood, leather

    bone, soft stone

    hard stone

    base metal

    silver

    gold

    semi-precious gem

    precious gem

    priceless gem

    1

    2

    3

    4

    5

    6

    10

    12

    15

    20

    tiny

    small

    medium

    large

    huge

    ring, bracelet, pendant, all gems

    wand, dagger, belt, cap

    sword, tunic, boots, skull

    staff, shield, cloak, skeleton

    boat, wagon, human body, small

    room

    x1

    x2

    x3

    x4

    x5

    Effect Frequency Table Effect Modification Table

    1 Use per Day

    2/Day

    3/Day

    6/Day

    12/Day

    24/Day50/Day

    Unlimited

    Constant Use (not instant effects!)

    0

    +1

    +2

    +3

    +4

    +5+6

    +10

    +5

    Restricted to specific people

    Penetration based on Arts of creator

    Penetration based on current Arts of wielder

    Item maintains concentration

    Range may be extended with vis

    Duration may be extended with visEffect works only on item itself

    Item can be recharged (if charges are used)

    +3

    +4

    +8

    +5

    +3

    +3Divide by 2

    +5

    Charges (optional)

    1

    2

    3

    6

    12

    24

    50100

    -5

    -4

    -3

    -2

    -1

    0

    +1+5

    Potions:Lab Texts add the writer's Magic Theory (+Spec.) to the Lab Total if exactly the same Potion is brewed (except

    number of doses and Aura). A Longevity Potion only gets the bonus if exactly the same potion is brewed again,

    not one with increased Art scores, etc.

    Potions need not be liquid, but can any salve, incense, paste, powder, ointment, etc. Bonus, if especially

    appropriate matter is used.

    Standard Potions:

    Like Inventing a spell with following exceptions:

    Potions are brewed for single usage

    Potions generally must have a range of self, no rituals possible Lab Total + Aura - Potions Level = accumulated points per season

    For every 5 points or fraction thereof you get one dose of a potion

    Vis used for potions increases Lab Total by 5 per pawn

    Longevity Potions:

    Intellego Corpus Lab Total + Aura (must be 20 or more)

    For every 5 points aging rolls are modified by -1.

    Special Ingredients are often needed, as well as 1 pawn of Creo, Corporem or Vim Vis for every 5 years of

    current age. Boosted Vis only adds 1 to the Lab Total!

    Unique Ingredients can be used to lower Vis needed (ref. Grimoire p. 101)

    The same potion (no need for brewing a new one) can be used as long as no aging roll is failed.

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    Investigating a magical Device:Investigating a Device or Potion:

    Spend a Season and roll a stress die + Intellego Vim Lab Total

    If roll higher than weakest non-investigated power then identify it.

    A Talisman counts as level 20, others (e.g. item with skills) count as 25, except exotics (-> SG)

    On a success another roll is allowed to identify next higher power. Continue rolling as long as you succeed.

    Investigating a Lab:

    n a single season study one bonus type, points equal to your Int + Magic Theory

    Familiars:After finding and befriending an animal, it can be enchanted to become a familiar if you have an Animal score of

    at least 10.

    Opening the Enchantment:

    Uses up 12 + animals size pawns of Vim Vis;

    Familiar and Magus each change psychologically and physically.

    Forging the Bonds:

    Add Animal, Mentem and Intellego, subtract animals magic resistance and size;

    Excess Points can be put into the three Cords, depending on the strength of the cord: 0 pts. for +0, 5 pts for +1, 15

    pts. for +2, and 30 pts for +3;

    Cords only help if Familiar is within 100 paces!

    The Golden Cord:

    Cord score is subtracted from number of Botch rolls when using magic (but always roll at least one!).

    At a bond score of +3 the Magus also gets a study bonus of +1 for any Lab Totals with Experimentation.

    The Silver Cord:

    Silver cord gives a bonus to all rolls that involve Passions, Personality Traits, Natural Resistance against mental

    magic, and natural mental influences (such as verbal trickery).

    Familiar may also free Magus Mind if he is overcome by another force (roll 9+ with cord bonus once per day).

    On a stress die + cord score of 9+ the Magus gets a +2 bonus on control roll for Twilight.

    At a bond score of +3 the Magus gains a +2 bonus on rolls that involve dealings with other people (like Empathyability).

    The Bronze Cord:

    Gives a bonus to soak rolls, healing rolls and rolls to withstand deprivation, but not Fatigue.

    Can subtract Twilight Points gained by stress die + cord score - 8.

    At a bond score of +3 the Magus adds +1 to all formulaic spell rolls. Also on an Int roll of 9+ each other knows if

    wounded, at 12+ one detail becomes known.

    Tempering the Bond:

    Take number of Bond Score: Bond Qualities Table (AM 105ff or WG 91ff for Faeries) can be bought with these

    points.

    Closing the Enchantment:

    Uses up 3 Vim Vis. After that the animal is the Magus Familiar!

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    Lab Enhancements:Enhancements are rated in Spell Levels to be invented like a normal spell.

    No Laboratory:

    Without a lab, a magus cannot perform even the simplest of lab activities; only reading is permitted, if reading

    room or library is available

    Basic Laboratory:

    Setting up a standard Lab:

    Can be done by someone who has Magic Theory 3+ and an appropriate room;

    First Season: Spend 1; Lab usable at -3 modifier

    First Season: Spend 2; Lab usable at no modifier

    Improving a Lab (General):

    - up to 2x score of covenants Improvement or Stores

    - to raise score 1 point, determine difficulty of next level = 3 + (3 x desired bonus)

    - then calculate Magus Int + Magic Theory, including knacks, etc. = Lab Total for research; resaerched like spell

    invention;

    - Spend 1 per difficulty level

    Variant Laboratories:

    Faster Laboratory:

    - only helps to increase speed to finish a project

    - difficulty only 3 + (2 x bonus desired)Specialized Laboratory:

    You can take one or more specializations (taken seperately):

    One Art (Form or Technique)

    Any Affinity of the Specializer

    One of: Inventing spells, making enchanted devices, making potions, extracting vis, investigating

    enchantments, learning spells

    - difficulty only 3 + (2 x bonus desired)

    - add Affinity-score, if Affinity specialization

    - substract bonus from any lab activity which does not use appropriate magic

    Risky Laboratory:

    - difficulty only 3 + bonus desired

    - each season lab is used, magus rolls two dice + risk modifier, when two 0s come up lab blows up

    -> roll for twilight + bonus for each 0 rolled

    -> damage: quality die + (2x number of zeros)

    -> need one season to clean lab again